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Sunset Wild West History


devinpatterson

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Mounts;

 

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kagstrom2100

Msg ID: 118303

 

 

Sounds really nice :D

In Reply To: devinpatterson- Mounts? Posted On: 4/10/2011 12:37 PM

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Msg ID: 118184

 

 

Sounds good to me

In Reply To: devinpatterson- Mounts? Posted On: 4/8/2011 2:57 PM

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devinpatterson

Msg ID: 118177

 

 

I was pondering adding some mounts to sunset.

 

This is mostly for v1.x since the tribals will be living in the valley. I thought it might make them appear more interesting if they were riding bramalos or molerats. And the pc could ride a mount to get around the valley faster.

 

But it might be interesting to make some of the bramalos in the corral in v0.x ridable too. You wouldn''t be able to go anywhere just back and forth in the street, but it would add to the park background. Possibly put up a sign saying "Real life buffalo rides $10" or some such.

 

I don''t think we would need it for v2.x since all the citizens are lazy bums and don''t leave the luxury of the park. And if they do travel they would probably take the train.

 

The script is already done, it was a port I did of Illyism''s Rideable Creatures. So it wouldn''t take up any time/resources.

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Hotel;

 

 

devinpatterson

Msg ID: 118308

 

 

exterior pic;

http://img641.imageshack.us/f/hotelexterior1.jpg/

 

so on the lodges I sunk them to make them 1 story, added plank siding (cut & scaled from

 

the good springs deck texture), and removed the shudders. I think that''s enough changes

 

that most people won''t recognize these buildings as jacobstown lodge.

 

I''m also going to throw some tables in the center deck to make it like an outdoor cafe.

 

I''m thinking of reducing the window size since the scale of the windos to the doors looks

 

kind of strange to me. Not sure why the developers went with such an odd ratio. What do

 

you guys think?

 

 

1st pic;

http://img585.imageshack.us/f/hotelinterior2.jpg/

 

So I just removed teh stairwell & railings and boarded up the opening with some floor tiles and I think that will be the only architechture I''ll do on the level. It''s one story

now, so the bottom level isn''t used.

 

The only other thing I''m unsure of is if I should retexture the walls to use wood more like the planks on the exterior. What do you guys think?

 

2nd pic;

http://img508.imageshack.us/f/hotelinterior1.jpg/

 

The 2nd pic shows some of the western stuff I want to hang on the wall. I''m hoping to find more. Both vanilla and mods from other authors. So if anyone sees anything that could fit western decor that would be great.

 

I''ll wipe the bear and script off of the sequoia (should only take a sec). And I can put up different pistols and rifles for variety.

 

These are static models and I had the havoc engine turned and they didn''t fall, so I think they will stick where we put them.

 

I''d really like to have an indian spear with some feathers and some tack (saddle, bit and harness etc), horseshoe, oil lamp etc. But havn''t found anything like that yet.

 

I also have a lot of picture frames. I can cut and paste textures to give us some paintings of indians, cowboys, and landscapes. That should be pretty easy.

 

The rugs are from the kahns. I''ll cut and paste the geometric shapes as well as changing the colors and make them into authentic indian rugs.

 

 

fourth pic;

http://img816.imageshack.us/f/hotelinterior3.jpg/

 

The fourth pic just shows what most of the level is made of, individual rooms.

 

fifth pic;

http://img703.imageshack.us/f/hotelinterior4.jpg/

 

The fifth pic is just a typical room. We have permission to use tallulahkats cleaner beds mod and I''ll remove some of the stains and broken junk. Throw some paintings on the wall

etc.

 

Also woulnd''t hurt to have some ideas for the hotel. I thought it might be intersting to have a protectron wearing a party hat approach the player and ask if he is "little Timmy". If you say yes he leads you to a table with some birthday presents, and sings you the birthday song and lets you open the presents. If the player said they were not little Timmy opening the presents will summon the sentry/security bots. Most of the presents will be junk (clothes etc), but we can have a yellow sunset aluminum bat and a toy protectron in there.

 

We should probably have a protectron for the front desk too. He will ask for $40 a night (or whatever) and if you don''t pay you have to leave. If you stay and don''t pay the sentry

bots will come.

 

There can also be loot in the rooms from when the customers bolted out of the park in a panic.

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Custom models by Flaarg pg 1;

 

 

 

Msg ID: 117392

 

 

 

Having fairly big kinks between "CAD 12" and "MAX 10", with importing DWG files to "MAX", which should be simple, so I have emailed autodesk support, so now I wait, but will continue my work.

In Reply To: (117316) Posted On: 3/28/2011 7:47 PM

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devinpatterson

Msg ID: 117318

 

 

Nice, looking forward to it

In Reply To: (117316) Posted On: 3/28/2011 1:46 AM

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Msg ID: 117316

 

 

Downloaded CAD 2012, will be getting use to it over the next few days, but should help in the long run. Should allow for extreamly nice models, and hopefully help with the UV mapping.

 

Working out the kinks between CAD 12 and 3ds MAX

In Reply To: (117171) Posted On: 3/28/2011 1:06 AM

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Msg ID: 117315

 

 

Downloaded CAD 2012, will be getting use to it over the next few days, but should help in the long run. Should allow for extreamly nice models, and hopefully help with the UV mapping.

In Reply To: (117171) Posted On: 3/28/2011 1:06 AM

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Msg ID: 117171

 

 

Started a model folder, in "Files"

 

Currently has 2 sub directories

->Completed

->Resources

*Will update accordingly and make sub directories as needed.

 

I`m going to be working on the buildings for about a week and a half, maybe 2. I will produce 7 new building models based on the ones Devin has given me. The train station will be the last to be made (if necessary).

In Reply To: devinpatterson (117122) Posted On: 3/25/2011 1:50 PM

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devinpatterson

Msg ID: 117122

 

 

Hey Flaarg. I`m guessing at a minimum we need a Saloon, a

hotel, a casino, a general store (giftshop), a arcade, a jail, a western guns museum and a railway station. But you may not need to model the railway station. I`ll try to come back and add more to this post.

In Reply To: - Custom models by Flaarg Posted On: 3/25/2011 2:18 AM

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Msg ID: 117117

 

 

I''m Flaarg (a.k.a. Matt), i''m doing several of the custom models,as of right now, I can model almost anything we might need. The one problem is that I suck at UV mapping the models, so we''ll have models but they need to be UV mapped. I can export my models from 3Ds Max as .NIF files

 

Any request for models should be posted here

 

 

*WE NEED SOMEONE WHO CAN UV MAP*

 

 

Version 1 "Log Flume car" overlay for the "el diablo car" in-game roller coaster car, is modeled, ready for UV mapping, texture map.

 

Currently working on western style buildings (all without windows and doors)

*I still need to know how many buildings

 

-Currently made untextured resources-

1. Dynamite plunger box

2. Hitching post

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Custom Models by Flaarg pg 2;

 

 

 

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devinpatterson

Msg ID: 117912

 

 

No worries we're on our own schedule. Glad you got things

somewhat sorted. No fun when your pc screws the pooch

In Reply To: (117821) Posted On: 4/5/2011 5:09 PM

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Msg ID: 117821

 

 

 

Well, I un-f*cked the dog, we got the comp. running again, didn't loose anything, but i have to switch to my laptop for this stuff so i don't know whats going to happen it will take atleast a day or so more till i have all the programs and all the extracted nif's and dds files, plus my laptop is old. I will re-update this thread in a day or 2.

In Reply To: (117720) Posted On: 4/4/2011 10:23 PM

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Msg ID: 117820

 

 

 

Well, I un-f*cked the dog, we got the comp. running again, didn't loose anything, but i have to switch to my laptop for this stuff so i don't know whats going to happen it will take atleast a day or so more till i have all the programs and all the extracted nif's and dds files, plus my laptop is old. I will re-update this thread in a day or 2.

In Reply To: (117720) Posted On: 4/4/2011 10:23 PM

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Msg ID: 117720

 

 

As soon as i get up and running again, I will check out the tutorial, right now focused on getting the comp. i use for all of that up and running (plus its not mine).

In Reply To: devinpatterson (117712) Posted On: 4/3/2011 10:41 AM

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devinpatterson

Msg ID: 117712

 

 

Ouch, sorry to hear that amigo. Mostly for me the BSOD has

been buggy device drivers (if you installed anything lately),

but recently I got it after a new version of zone alarm.

 

I found a tutorial on converting models to nifs. I'll give it

a shot with some of the models you sent me tonight. It's at;

http://www.The Link is Not Allowed/tutorials/article/18-converting-

3d-models-with-nifskope-pt1/

In Reply To: (117707) Posted On: 4/3/2011 9:10 AM

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Msg ID: 117707

 

 

Got the dreaded BLUE screen of death today, don't know when i'll be back on track.

 

Side note: I may loose some of my work, but I will update tomorrow sometime.

In Reply To: (117393) Posted On: 4/2/2011 10:20 PM

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Msg ID: 117393

 

 

 

Having fairly big kinks between "CAD 12" and "MAX 10", with importing DWG files to "MAX", which should be simple, so I have emailed autodesk support, so now I wait, but will continue my work.

In Reply To: (117316

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RE Nuka Cola Saboteurs-

would they be a mild gag (unique weapon? Mini quest?) or have some relevance to the plot? If they were told to do more than just watch and observe then they could have done serious damage, or just trash a few "trivial" areas i.e. the nursery, perhaps releasing the Bear...

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RE Nuka Cola Saboteurs-

would they be a mild gag (unique weapon? Mini quest?) or have some relevance to the plot? If they were told to do more than just watch and observe then they could have done serious damage, or just trash a few "trivial" areas i.e. the nursery, perhaps releasing the Bear...

 

Hey TrooperScooperMKII, I'm going to bump this over to the main sunset thread because it could turn into a long discussion

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Custom Models by Flaarg pg 3;

 

 

 

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devinpatterson

Msg ID: 118185

 

 

Nice. I wonder if there is anyway to combine two kf

animations. If one had the front hand holding the bow while

the spear throwing animation was played backwards that might

look like pulling back a bow

In Reply To: (118183) Posted On: 4/8/2011 3:00 PM

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Msg ID: 118183

 

 

Arrow is done

Attachments arrow2.jpg

In Reply To: (118098) Posted On: 4/8/2011 2:54 PM

Reply Edit Delete

 

Msg ID: 118098

 

 

I was thinking of the 2 handed rifle carry, with the front pistol grip (I think there's a mod for it, i'll look). As far as firing, I don't know yet.

In Reply To: devinpatterson (118095) Posted On: 4/7/2011 10:34 PM

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devinpatterson

Msg ID: 118095

 

 

Damn that's looking sharp. I wonder what animation might be

close to using a bow. I'm still liking the idea of being able

to tie a bundle of dynamite to an arrow and letting that baby

fly in all it's explosive goodness

In Reply To: (118090) Posted On: 4/7/2011 10:25 PM

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Msg ID: 118090

 

 

 

So I didn`t really feel like working on buildings today (sorry), but I did do work. I completed the first step of the bow and arrow set, the bow.

 

I haven`t made the bow string yet, thats next. I rendered some pic`s, have a look and let me know.

 

Added the bowstring.....when render from afar you cant see the string.

Attachments bowsenocstring1.jpg, bowfronthandgripstring1.jpg, bowswview1.jpg, bowseview1.jpg, bowseviewbig1.jpg

In Reply To: devinpatterson (118036) Posted On: 4/7/2011 6:02 PM

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devinpatterson

Msg ID: 118036

 

 

Looks good. Might make a nice WWF weapon

In Reply To: (118009) Posted On: 4/7/2011 8:21 AM

Reply Edit Delete

 

Msg ID: 118009

 

 

Well i got my programs installed and running (though i`m lacking the necessary memory to run properly). So my sh*t is running slow, but it works.

 

So as a test, I started working on a folding chair (that will hopefully become a 2 handed weapon).

 

Heres a render pic. (its not done, i didn`t have a chair to measure and look at)

Attachments foldingchair.jpeg

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Custom Models by Flaarg pg 4;

 

 

 

devinpatterson

Msg ID: 118392

 

 

Got a rebar club from 10RatsTheEpicBattle;

http://fallout3nexus.com/downloads/file.php?id=15904. We're

piecing together a interesting armory of junk weapons.

In Reply To: devinpatterson (118345) Posted On: 4/11/2011 10:55 PM

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devinpatterson

Msg ID: 118345

 

 

Cool. I'll throw in various items made from gecko skin

(golden, gila etc) and bramalo hide, maybe even some

coyote/dog fur.

 

That along with mounts, trash armor/weapons & sunset equipment

should give them a unique look.

 

Almost sorry the tribals aren't in the preview build. Well I

guess there are a couple of tribal corpses in the runnoff

system.

In Reply To: (118319) Posted On: 4/11/2011 7:55 AM

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Msg ID: 118319

 

 

Stop Sign sheild should be no problem (all thought it would have to be a weapon or clothing, and if it was clothing it might have massive clipping issuse with armor's, unless it can't be used except by the tribals)

 

Junk armor.....I could try and piece something together using some stuff.

 

As far as rebar spear, hmmmm.......i'll try to make something kick ass...

In Reply To: devinpatterson (118309) Posted On: 4/10/2011 10:46 PM

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devinpatterson

Msg ID: 118309

 

 

Recipes look good. They seem sensible.

 

I was also wondering if you could work on some additional

models for me. These are for v1.x so there is no rush. But I'd

like some junk armor/weapons for the tribals.

 

Maybe a spear made out of rebar with a knife tied on the end.

A stop sign sheild etc.

In Reply To: (118226) Posted On: 4/10/2011 3:55 PM

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Msg ID: 118226

 

 

So I saw a mod to blow doors and locks with explosives, we should talk to the maker and see if he could make a version to work with the "dynamite arrow" (I can make it with a differnt tip that could stick into most hollow core metal doors, so it can't stick into soild metal). Could make one that would be a small impact explosive for attacking, would be a specialty ammo recipe found.

 

ARROW RECIPES-

 

Arrow Recipe: Makes 10

5x Scrap Metal

1x Cutting Board

1x Small ( ) Book

 

Light AP/Hunting Arrow Recipe: Makes 10, AP vs. Light armor

5x Scrap Metal

2x Flamer Fuel

1x Hammer (retained)

1x Cutting Board

1x Small ( ) Book

 

Dynamite Arrow Recipe:

5x Arrows

5x Dynamite (longfuse for delayed)

1x Duct Tape

 

Explosive Arrow Recipe:

10x Arrows

10x 22cal rounds

5x Scrap Metal

5x Cherry Bomb

(the wonderglue needed is implied in the workbench)

 

Arrows Vs. Armor

No armor = +bonus

Light = no bonus (AP Arrows +bonus)

Medium = negative bonus (AP Arrow negates negative bonus)

Heavy = ineffective

 

 

 

-off topic-

Shouldn't a healthy stock wonderglue and duct tape be a staple of every workbench across the waste's (as it would be the main 2 things needed for most construction, and as such both would cost more, since no one make either of the products anymore).

In Reply To: devinpatterson (118224) Posted On: 4/9/2011 1:11 AM

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devinpatterson

Msg ID: 118224

 

 

Boom Time!

In Reply To: (118207) Posted On: 4/8/2011 9:00 PM

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Msg ID: 118207

 

 

Whats this...... An arrow with dynamite..... Time to blow some s*** up....

Attachments arrowdynamite1.jpg

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Sunset toys;

 

 

 

devinpatterson

Msg ID: 118702

 

 

I thought we could have some toys that are useful. The obvious one would be the sunset sarsaparilla limited edition yellow rider. A BB gun with a little more kick (maybe a +2 or +3 to damage).

 

A bb gun pistol (use a revolver model)

 

a 5 or 6 inch tall working replica of a sunset sentry bot and/or protectron. It doesn''t do too much other than follow you around. But Flaarg came up with the idea of making it into a landmine by using this recipe;

Mini-Protectron walking mine:

Craftable

-scrap metal x2

-scrap electronics

-sensor module

-frag grenade

 

A half height (say up to the characters waist) sunset sentry and/or protectron. It would have normal functions, except for combat abilities (but maybe these could be added in the mod somewhere). Could be useful to strap a bunch of inventory to carry.

 

Of course a sunset aluminum bat (light weight, slightly faster attack rate).

 

Sunset cherry bombs (maybe double damage)

 

Sunset smoke bombs (yellow smoke) (use temporary fog effect)

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Android Companion;

 

 

 

devinpatterson

Msg ID: 118704

 

 

Maybe when you kill an android they have a holotape of their

programming. For instance you kill a tough gunslinger

android in the park exterior and he has a holotape that

contains guns 90, unarmed 65, melee weapons 65, throwing 65

and cowboy perk. Ie. the tape should allow perks that are

skill related but not physical perks since the tapes are

programming.

 

When you load that into your android companion it would have

those skills and the perk. This would avoid the problems

scripting data storage space and what have you from the

previous msg I had below and make it a lot simpler to

implement.

 

Also you could kill some androids and they would have

damaged tapes. If you load these into your android companion

it would go beserk and attack or start rolling around on the

ground or if it's a scientific tape start yelling techno

babble etc.

In Reply To: devinpatterson (118531) Posted On: 4/15/2011 11:47 AM

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devinpatterson

Msg ID: 118531

 

 

Just a quick re-qoute of the previous thread;

For androids/bots we could also have AI packages the courier

could gather. So instead of leveling with the player as most

companions do (which they could do in addition to) you could

also find code modules.

 

For instance maybe one finds a close combat code module mark

1. When this is uploaded to the bot/android it would gain

level 3 or 5 or whaterver in melee. Ranged combat module

mark 3 might make the bot/droid level 12 in guns etc. There

could be other types of code as well, repair for instance,

science etc.

 

 

The bot/droid could also have special purpose modules, like

adaptive behavior which allows it to level along with the

player. Mark 1 might allow it to level with the player to a

max of 3, mark 4 might allow a max of 20 etc.

 

They could become a major treasure focus for the player to

gather them. Maybe one of the burlesque dancer androids

could be a companion. She would look deceptively weak, but

when the right modules were installed she would be a

powerhouse.

 

Oh and physical upgrades. For instance one upgrade could be

"combat frame" and would give the adamantine skeleton perk.

Potentially anything a player could have is a possiblility

for

all androids and a lot of bots.

 

I'm liking this idea, just have to make sure we balance it

out

and not have a super god companion. Although when you

consider

that Veronica, as a vanilla companion is tougher than a M1

Abrams tank maybe we can't do much worse.

 

On the androids, it might be a good idea to have the modules

take up data space. That way the android companion couldn't

have a whole lot of very high skills. For example if the

standard android has a data storage space of 60 (random

arbitrary number) a mark 2 combat module could take up 20, a

mark 4 might take up 50 etc. this way the player can design

the android to have a single skill that it really excels at,

or a mix of medium level skills or a ton of low level skills

etc.

 

An upgrade can be greater data storage space.

In Reply To: devinpatterson (118530) Posted On: 4/14/2011 12:53 AM

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devinpatterson

Msg ID: 118530

 

 

Well we could do either or both. I think it would be a ironic

to have a burlesqe dancer that could kick the shite out of an

enemy.

 

Hat sounds good

In Reply To: (118527) Posted On: 4/14/2011 12:51 AM

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Msg ID: 118527

 

 

male or female? any preferences......and they need a kick ass hat that the player gets.

In Reply To: devinpatterson- Android Companion Posted On: 4/13/2011 9:46 PM

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devinpatterson

Msg ID: 118517

 

 

Just a start on the android companion thread. I''ll add more to it later, and am looking forward to your guys ideas on the subject.

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